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#12 if ( minutes === 0 && seconds === 0 ) {
currentTime = startTime;
updateTime();
return;
}Re: undefined
#13[deleted]
Re: undefined
#141. Micropolis -- https://code.google.com/p/micropolis/. This game is based on the source code of the original SimCity released under GNU GPL 3.0. Concincidentally, there's an ongoing effort to produce an HTML 5 port at https://code.google.com/p/microwebopolis/.
2. LinCity-NG -- http://sourceforge.net/projects/lincity-ng.berlios/. Looks and plays similar to SimCity 3000.
3. Simutrans -- http://www.simutrans.com/en/. This one is inspired by Transport Tycoon.
4. OpenTTD -- https://secure.openttd.org/www/en/. Same as above but requires Transport Tycoon Deluxe resources to run and might be closer to it in terms of mechanics.
[1] This is what I was half-hoping to see when I clicked the link. It would be really cool, and possibly profitable, for someone to quickly prototype one in HTML 5 in response to the SimCity 2013 fiasco.
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#15Re: undefined
#16Satire is nice but if you want an actual city simulation game you can read the source code of [1] take a look at the following: 1. Micropolis -- https://code.google.com/p/micropolis/ . This game is based on the source code of the original SimCity released under GNU GPL 3.0. Concincidentally, there's an ongoing effort to produce an HTML 5 port at https://code.google.com/p/microwebopolis/ . 2. LinCity-NG -- http://sour…
Here's a link http://www.browserpolis.com/, you need a webgl enabled browser though.
And a screenshot (http://imgur.com/4ixB2lO) in case you can't see anything.
Re: undefined
#17Satire is nice but if you want an actual city simulation game you can read the source code of [1] take a look at the following: 1. Micropolis -- https://code.google.com/p/micropolis/ . This game is based on the source code of the original SimCity released under GNU GPL 3.0. Concincidentally, there's an ongoing effort to produce an HTML 5 port at https://code.google.com/p/microwebopolis/ . 2. LinCity-NG -- http://sour…
http://www.openttd.org/en/download-stable
I'm fairly certain they're pretty much complete replacements now, but I haven't been able to get the music pack working on Arch yet.
Re: undefined
#18Satire is nice but if you want an actual city simulation game you can read the source code of [1] take a look at the following: 1. Micropolis -- https://code.google.com/p/micropolis/ . This game is based on the source code of the original SimCity released under GNU GPL 3.0. Concincidentally, there's an ongoing effort to produce an HTML 5 port at https://code.google.com/p/microwebopolis/ . 2. LinCity-NG -- http://sour…
You know, I've actually spent the hours leading up to the SimCity launch coding a simple clone. Here's a link http://www.browserpolis.com/ , you need a webgl enabled browser though. And a screenshot ( http://imgur.com/4ixB2lO ) in case you can't see anything.
I didn't see the GitHub link in Firefox, though, so in case anybody missed it here it is: https://github.com/dreamingofelectricsheep/browserpolis.
Say, how do you plan to add terrain height to the game? At a glance it seems that your engine wasn't built with it in mind. It might warrant a total rewrite to put it in as early as possible since it's such a major feature of how SimCity-type games play and (especially) look.
Edit: I was thinking more about how you'd manage placing Bezier roads over an uneven heightmap.
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#19Re: undefined
#20Earlier quoted context omitted.
You know, I've actually spent the hours leading up to the SimCity launch coding a simple clone. Here's a link http://www.browserpolis.com/ , you need a webgl enabled browser though. And a screenshot ( http://imgur.com/4ixB2lO ) in case you can't see anything.
Works here in Firefox 19.0 and Chromium 24.0.1312.56 on 64-bit Linux. I didn't see the GitHub link in Firefox, though, so in case anybody missed it here it is: https://github.com/dreamingofelectricsheep/browserpolis . Say, how do you plan to add terrain height to the game? At a glance it seems that your engine wasn't built with it in mind. It might warrant a total rewrite to put it in as early as possible since it's…
Edit: As for the roads on uneven terrain, I'm thinking about deriving z coordinate from another 2d Bezier curve traced along 't' of the road. Control points could be derived from a convex polygon obtained via the road/heightmap intersection.